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Vessel Class

Vessels are both captives within their own body, and prisons for greater beings. Where warlocks draw power from a bargain with a greater being, Vessels draw power from the being trapped within their soul.

You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.

LevelProficiency BonusUnsealed AspectsFeatures
1st+22Trapped Soul, Spirit Mantle
2nd+22Unsealed Aspects, Endangered Transformation
3rd+22Bound Soul Feature, Channel Divinity
4th+23Ability Score Improvement
5th+33-
6th+34Channel Divinity(x2)
7th+34Bound Soul Feature
8th+34Ability Score Improvement
9th+45Spirits Reach(20ft)
10th+45-
11th+45Greater Control
12th+46Ability Score Improvement
13th+56Bound Soul Feature
14th+56-
15th+57Spirits Reach(30ft)
16th+57Ability Score Improvement
17th+67-
18th+68Channel Divinity(x3), Unified Soul
19th+68Ability Score Improvement
20th+68Bound Soul Feature

As a Vessel, you gain the following class features.

Hit Points

Hit Dice: 1d8 per vessel level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vessel level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Artisans tools of your choice
Saving Throws: Constitution, Wisdom
Skills: Choose three from Athletics, Arcana, Deception, Insight, Perception, Religion, Persuasion, History, Medicine, Survival, Sleight of Hand.

Trapped Soul

At first level, you gain access to abilities that are granted by the spirit trapped within your body. You gain additional features at levels 3, 7, 13 and 20. The list of options are listed below
Template
- Fallen ( Celestials)
- Cursed (Fiend/Devil ect)
- Cataclysm (Elemental)
- Adjudicator (Construct/Law)
- Hungering (Wendigo)
- Aberrant (Eldritch or alien)
- Undying (Lich phylactery)
- Legion (Multiple lesser spirits/ Storm of souls)

Spirit Mantle

Also at 1st level, you can channel a small portion of the trapped spirit's power as a second skin, gaining small visual characteristics of your bound spirit, and small portions of power. you can use a bonus action to cloak yourself with (or dismiss) your Spirit Mantle, While the Mantle is active, you gain the following features:
- Soul Cloak: You gain damage reduction to non-magical physical damage equal to your proficiency bonus
- Manifest Weapon: As an item interaction, You conjure a weapon which is detailed in your bound spirit, you are considered proficient in this weapon no matter its form. You may only have one weapon conjured by this at a time unless the weapon specifies otherwise.
- Unleashed Aura: Allies within 10ft gain ___.

Endangered Transformation

At 2nd level, the spirit within you breaks free as your strength fails. Whenever you become bloodied(reduced below half hp), the spirit trapped within you breaks free. Each bound spirit has an "archon form" stat block that you gain the traits of, and a set of rules to determine who has control while transformed this way, or restrictions you must follow. When you enter your archon form, you automatically gain the benefit of your spirit mantle, and it cannot be dismissed Additionally you gain temp hp equal to twice your level which disappear when you leave the form. This transformation ends when you are reduced to 0 hp, or whenever you leave the scene where you were "endangered" (DM Discretion). This functions as shapeshifting for the purposes of abilities that interact with shapeshifters.

The archon form has a list of "actions" which it can take when in control of your turn, if it uses your action it uses the "empowered form" and if it uses your bonus action it may expend your movement. If you have control, you may choose to "sacrifice" your action or bonus action to the spirit anyways. Doing so does not allow you to choose the ability used, however you can certainly attempt to convince the spirit to lean one way or the other.
If a fight for control invokes a "saving throw" the DC you must beat is: _____

Unsealed Aspects

You have learned to channel Aspects of your Spirit's power. At 2nd level, you gain two Unsealed Aspects of your choice from the list at the end of this class. If an Aspect has a prerequisite, like another Unsealed Aspect or a Vessel level, you must meet those prerequisites to unlock it.

At certain Vessel levels, you unlock additional Aspects, as shown in the Unsealed Aspects column of the Vessel table.

Finally, when you unlock a new Unsealed Aspect, you can replace one of your Unsealed Aspects with another Aspect of your choice. Though, you can't replace prerequisite Aspects

Channel Divinity

At 3rd level, you gain the ability to channel divine energy by releasing a portion of your trapped spirit, using that energy to fuel magical effects. You start with two such effects: Released Soul and an effect determined by your trapped spirit. Some trapped spirit grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your vessel save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Released Soul

At the beginning of your turn you may expend a use of your channel divinity to gain the benefits of your archon form (No action Required). You also gain an additional "spirit action" which you may use while this is active in order to use one of the options from your archon's stat block.

If you roll a critical hit, or take an action the GM determines aligns with the Spirit's goal, this effect lasts an additional turn for up to your pb max additional turns.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spirits Reach

The radius that your Unleashed Aura: effects is increased to 20ft, it increases again at 15th level to 30ft.

Greater Control

Beginning at 11th level, while in your archon form, the spirit no longer takes one of your actions when it is in control, instead it takes a 3rd spirit action on your initiative. If you win control on your turn, you may choose to allow it to take a specific action, however you do not get to choose the target.

Unified Soul

Beginning at 17th level, you may enter and leave your archon form at will. The bonus action to enter your archon form no longer uses your channel divinity, and you may no longer lose control to the bound spirit. You gain full control of the third "spirit action" to use and choose the targets of, and whenever you are taking an action which aligns with your bound spirits goals, you do so at advantage.


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